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GMLive.gml

Livecoding for GameMaker: Studio / GameMaker Studio 2 · By YellowAfterlife

#macro live_enabled 0 causing error.

A topic by John Peppermint created Apr 17, 2023 Views: 180 Replies: 5
Viewing posts 1 to 5
(3 edits)

Hi hi! As always, awesome asset. The last few days without me changing anything (that I know of) whenever I set #macro live_enabled to 0 in "obj_gmlive"'s create event in order to export my game, I get this error when running the game:

___________________________________________

############################################################################################

ERROR in

action number 1

of Create Event

for object <undefined>:

Error on load

Unable to find function gml_Script_live_auto_call_1

############################################################################################

I reimported the asset and I keep getting the error.  Any tips would be awesome.

PS. I'm using LTS 2022.0.0.12, right now I'm building my game with #macro live_enabled 1 in order to avoid the error on startup.

Developer

You’ll want to find

if(live_enabled)
function live_auto_call_1(){
	#macro live_auto_call if (live_auto_call_1()) { var lac_argc = argument_count, lac_args = array_create(lac_argc), lac_argk = 0; repeat (lac_argc) { lac_args[lac_argk] = argument[lac_argk]; lac_argk++; } if (live_auto_call_2(lac_args)) return live_result; };
	...
	return true;
}

and change it to

function live_auto_call_1(){
	if(live_enabled) {
	#macro live_auto_call if (live_auto_call_1()) { var lac_argc = argument_count, lac_args = array_create(lac_argc), lac_argk = 0; repeat (lac_argc) { lac_args[lac_argk] = argument[lac_argk]; lac_argk++; } if (live_auto_call_2(lac_args)) return live_result; };
	...
	return true;
	} else return false;
}
(4 edits)

Thank you! I'm now getting this error 😅

___________________________________________

############################################################################################

ERROR in

action number 1

of Create Event

for object <undefined>:

Error on load

Unable to find function gml_Script_live_auto_call_2

############################################################################################


Edit: But I did the same thing of inserting "if (live_enabled) " inside the function and it's now working. I'll try to export.

Okaaay, so the game doesn't crash but when exporting using "#macro live_enabled 0" the game compiles with gmlive-server-alt.exe and zlib.dll in the GMLive folder

Developer

You can un-tick “export” check boxes for those in “Included Files” window (accessed using the menu in top-right of resource tree) - they are supposed to be un-ticked by default, but that doesn’t always work for some reason.

If they still export despite un-ticking the check boxes, you can remove them manually - they don’t do anything and the end user cannot get much use of them either.

Thank you !